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Comparing deliantra/server/common/object.C (file contents):
Revision 1.52 by root, Wed Sep 27 00:36:08 2006 UTC vs.
Revision 1.217 by root, Wed Apr 23 07:13:23 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 24#include <global.h>
28#include <stdio.h> 25#include <stdio.h>
29#include <sys/types.h> 26#include <sys/types.h>
30#include <sys/uio.h> 27#include <sys/uio.h>
31#include <object.h> 28#include <object.h>
32#include <funcpoint.h> 29#include <sproto.h>
33#include <loader.h> 30#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
38 37
39object *active_objects; /* List of active objects that need to be processed */ 38objectvec objects;
39activevec actives;
40 40
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 41short freearr_x[SIZEOFFREE] = {
42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 46};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 47short freearr_y[SIZEOFFREE] = {
48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46}; 52};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 58};
50int freedir[SIZEOFFREE] = { 59int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 0,
61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 64};
54 65
55static void 66static void
56write_uuid (void) 67write_uuid (uval64 skip, bool sync)
57{ 68{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 69 CALL_BEGIN (2);
59 70 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 71 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 72 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 73 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 74}
75 75
76static void 76static void
77read_uuid (void) 77read_uuid (void)
78{ 78{
79 char filename[MAX_BUF]; 79 char filename[MAX_BUF];
80 80
81 sprintf (filename, "%s/uuid", settings.localdir); 81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
82 84
83 FILE *fp; 85 FILE *fp;
84 86
85 if (!(fp = fopen (filename, "r"))) 87 if (!(fp = fopen (filename, "r")))
86 { 88 {
87 if (errno == ENOENT) 89 if (errno == ENOENT)
88 { 90 {
89 LOG (llevInfo, "RESET uid to 1\n"); 91 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 92 UUID::cur.seq = 0;
91 write_uuid (); 93 write_uuid (UUID_GAP, true);
92 return; 94 return;
93 } 95 }
94 96
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 98 _exit (1);
97 } 99 }
98 100
99 int version; 101 UUID::BUF buf;
100 unsigned long long uid; 102 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
102 { 106 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 108 _exit (1);
105 } 109 }
106 110
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
110 fclose (fp); 114 fclose (fp);
111} 115}
112 116
113UUID 117UUID
114gen_uuid () 118UUID::gen ()
115{ 119{
116 UUID uid; 120 UUID uid;
117 121
118 uid.seq = ++uuid.seq; 122 uid.seq = ++cur.seq;
119 123
120 if (!(uuid.seq & (UUID_SKIP - 1))) 124 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
122 130
123 return uid; 131 return uid;
124} 132}
125 133
126void 134void
127init_uuid () 135UUID::init ()
128{ 136{
129 read_uuid (); 137 read_uuid ();
130} 138}
131 139
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 141static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 142compare_ob_value_lists_one (const object *wants, const object *has)
135{ 143{
136 key_value *wants_field; 144 key_value *wants_field;
137 145
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 146 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 147 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 148 * different structure or at least keep the lists sorted...
141 */ 149 */
142 150
143 /* For each field in wants, */ 151 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 152 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 153 {
146 key_value *has_field; 154 key_value *has_field;
147 155
148 /* Look for a field in has with the same key. */ 156 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 157 has_field = get_ob_key_link (has, wants_field->key);
150 158
151 if (has_field == NULL) 159 if (!has_field)
152 {
153 /* No field with that name. */ 160 return 0; /* No field with that name. */
154 return FALSE;
155 }
156 161
157 /* Found the matching field. */ 162 /* Found the matching field. */
158 if (has_field->value != wants_field->value) 163 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */ 164 return 0; /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163 165
164 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
165 } 167 }
166 168
167 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 170 return 1;
169} 171}
170 172
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 174static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 175compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 176{
175 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
177 */ 179 */
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193
194bool object::can_merge (object *ob1, object *ob2) 195bool object::can_merge_slow (object *ob1, object *ob2)
195{ 196{
196 /* A couple quicksanity checks */ 197 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 198 if (ob1 == ob2
199 || ob1->type != ob2->type
200 || ob1->speed != ob2->speed
201 || ob1->value != ob2->value
202 || ob1->name != ob2->name)
198 return 0; 203 return 0;
199 204
200 if (ob1->speed != ob2->speed) 205 /* Do not merge objects if nrof would overflow. First part checks
206 * for unsigned overflow (2c), second part checks whether the result
207 * would fit into a 32 bit signed int, which is often used to hold
208 * nrof values.
209 */
210 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
201 return 0; 211 return 0;
202 212
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 213 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 214 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 215 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 216 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 217 * flags lose any meaning.
215 */ 218 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 221
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 224
222 225 if (ob1->arch->name != ob2->arch->name
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 226 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 227 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 228 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 229 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 230 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 231 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 232 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 233 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 234 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 235 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 236 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 237 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 238 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 239 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 240 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 241 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 242 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 243 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 244 || ob1->move_off != ob2->move_off
245 || ob1->move_slow != ob2->move_slow
246 || ob1->move_slow_penalty != ob2->move_slow_penalty
247 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
248 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 249 return 0;
254 250
251 if ((ob1->flag ^ ob2->flag)
252 .reset (FLAG_INV_LOCKED)
253 .reset (FLAG_CLIENT_SENT)
254 .reset (FLAG_REMOVED)
255 .any ())
256 return 0;
257
255 /* This is really a spellbook check - really, we should 258 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 259 * not merge objects with real inventories, as splitting them
260 * is hard.
257 */ 261 */
258 if (ob1->inv || ob2->inv) 262 if (ob1->inv || ob2->inv)
259 { 263 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 264 if (!(ob1->inv && ob2->inv))
266 return 0; 265 return 0; /* inventories differ in length */
266
267 if (ob1->inv->below || ob2->inv->below)
268 return 0; /* more than one object in inv */
269
270 if (!object::can_merge (ob1->inv, ob2->inv))
271 return 0; /* inventory objects differ */
267 272
268 /* inventory ok - still need to check rest of this object to see 273 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 274 * if it is valid.
270 */ 275 */
271 } 276 }
279 284
280 /* Note sure why the following is the case - either the object has to 285 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 286 * be animated or have a very low speed. Is this an attempted monster
282 * check? 287 * check?
283 */ 288 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 289 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0; 290 return 0;
286 291
287 switch (ob1->type) 292 switch (ob1->type)
288 { 293 {
289 case SCROLL: 294 case SCROLL:
290 if (ob1->level != ob2->level) 295 if (ob1->level != ob2->level)
291 return 0; 296 return 0;
292 break; 297 break;
293 } 298 }
294 299
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 300 if (ob1->key_values || ob2->key_values)
296 { 301 {
297 /* At least one of these has key_values. */ 302 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 303 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 304 return 0; /* One has fields, but the other one doesn't. */
305
306 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 307 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 308 }
304 309
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 310 if (ob1->self || ob2->self)
307 { 311 {
308 ob1->optimise (); 312 ob1->optimise ();
309 ob2->optimise (); 313 ob2->optimise ();
310 314
311 if (ob1->self || ob2->self) 315 if (ob1->self || ob2->self)
316 {
317 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
318 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
319
320 if (k1 != k2)
312 return 0; 321 return 0;
322
323 if (k1 == 0)
324 return 1;
325
326 if (!cfperl_can_merge (ob1, ob2))
327 return 0;
328 }
313 } 329 }
314 330
315 /* Everything passes, must be OK. */ 331 /* Everything passes, must be OK. */
316 return 1; 332 return 1;
317} 333}
318 334
335// find player who can see this object
336object *
337object::visible_to () const
338{
339 if (!flag [FLAG_REMOVED])
340 {
341 // see if we are in a container of sorts
342 if (env)
343 {
344 // the player inventory itself is always visible
345 if (env->type == PLAYER)
346 return env;
347
348 // else a player could have our env open
349 object *envest = env->outer_env ();
350
351 // the player itself is always on a map, so we will find him here
352 // even if our inv is in a player.
353 if (envest->is_on_map ())
354 if (object *pl = envest->ms ().player ())
355 if (pl->container == env)
356 return pl;
357 }
358 else
359 {
360 // maybe there is a player standing on the same mapspace
361 // this will catch the case where "this" is a player
362 if (object *pl = ms ().player ())
363 return pl;
364 }
365 }
366
367 return 0;
368}
369
370// adjust weight per container type ("of holding")
371static sint32
372weight_adjust (object *op, sint32 weight)
373{
374 return op->type == CONTAINER
375 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
376 : weight;
377}
378
319/* 379/*
380 * adjust_weight(object, weight) adds the specified weight to an object,
381 * and also updates how much the environment(s) is/are carrying.
382 */
383static void
384adjust_weight (object *op, sint32 weight)
385{
386 while (op)
387 {
388 weight = weight_adjust (op, weight);
389
390 if (!weight)
391 return;
392
393 op->carrying += weight;
394
395 if (object *pl = op->visible_to ())
396 if (pl != op) // player is handled lazily
397 esrv_update_item (UPD_WEIGHT, pl, op);
398
399 op = op->env;
400 }
401}
402
403/*
320 * sum_weight() is a recursive function which calculates the weight 404 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 405 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 406 * containers are carrying, and sums it up.
323 */ 407 */
324long
325sum_weight (object *op)
326{
327 long sum;
328 object *inv;
329
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
332 if (inv->inv)
333 sum_weight (inv);
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
335 }
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum)
341 op->carrying = sum;
342
343 return sum;
344}
345
346/**
347 * Return the outermost environment object for a given object.
348 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379void 408void
380dump_object2 (object *op) 409object::update_weight ()
381{ 410{
382 errmsg[0] = 0; 411 sint32 sum = 0;
383 return;
384 //TODO//D#d#
385#if 0
386 char *cp;
387 412
388/* object *tmp;*/ 413 for (object *op = inv; op; op = op->below)
389
390 if (op->arch != NULL)
391 {
392 strcat (errmsg, "arch ");
393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
394 strcat (errmsg, "\n");
395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
396 strcat (errmsg, cp);
397# if 0
398 /* Don't dump player diffs - they are too long, mostly meaningless, and
399 * will overflow the buffer.
400 * Changed so that we don't dump inventory either. This may
401 * also overflow the buffer.
402 */
403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
404 strcat (errmsg, cp);
405 for (tmp = op->inv; tmp; tmp = tmp->below)
406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 } 414 {
410 else 415 if (op->inv)
416 op->update_weight ();
417
418 sum += op->total_weight ();
411 { 419 }
412 strcat (errmsg, "Object "); 420
413 if (op->name == NULL) 421 sum = weight_adjust (this, sum);
414 strcat (errmsg, "(null)"); 422
415 else 423 if (sum != carrying)
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 } 424 {
426#endif 425 carrying = sum;
427}
428 426
429/* 427 if (object *pl = visible_to ())
430 * Dumps an object. Returns output in the static global errmsg array. 428 if (pl != this) // player is handled lazily
431 */ 429 esrv_update_item (UPD_WEIGHT, pl, this);
430 }
431}
432 432
433void 433/*
434 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
435 */
436char *
434dump_object (object *op) 437dump_object (object *op)
435{ 438{
436 if (op == NULL) 439 if (!op)
437 { 440 return strdup ("[NULLOBJ]");
438 strcpy (errmsg, "[NULL pointer]");
439 return;
440 }
441 errmsg[0] = '\0';
442 dump_object2 (op);
443}
444 441
445void 442 object_freezer freezer;
446dump_all_objects (void) 443 op->write (freezer);
447{ 444 return freezer.as_string ();
448 object *op;
449
450 for (op = object::first; op != NULL; op = op->next)
451 {
452 dump_object (op);
453 fprintf (logfile, "Object %s\n", errmsg);
454 }
455} 445}
456 446
457/* 447/*
458 * get_nearest_part(multi-object, object 2) returns the part of the 448 * get_nearest_part(multi-object, object 2) returns the part of the
459 * multi-object 1 which is closest to the second object. 449 * multi-object 1 which is closest to the second object.
460 * If it's not a multi-object, it is returned. 450 * If it's not a multi-object, it is returned.
461 */ 451 */
462
463object * 452object *
464get_nearest_part (object *op, const object *pl) 453get_nearest_part (object *op, const object *pl)
465{ 454{
466 object *tmp, *closest; 455 object *tmp, *closest;
467 int last_dist, i; 456 int last_dist, i;
468 457
469 if (op->more == NULL) 458 if (!op->more)
470 return op; 459 return op;
460
471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more) 461 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
462 tmp;
463 tmp = tmp->more)
472 if ((i = distance (tmp, pl)) < last_dist) 464 if ((i = distance (tmp, pl)) < last_dist)
473 closest = tmp, last_dist = i; 465 closest = tmp, last_dist = i;
466
474 return closest; 467 return closest;
475} 468}
476 469
477/* 470/*
478 * Returns the object which has the count-variable equal to the argument. 471 * Returns the object which has the count-variable equal to the argument.
472 * VERRRY slow.
479 */ 473 */
480
481object * 474object *
482find_object (tag_t i) 475find_object (tag_t i)
483{ 476{
484 object *op; 477 for_all_objects (op)
485
486 for (op = object::first; op != NULL; op = op->next)
487 if (op->count == i) 478 if (op->count == i)
488 break;
489
490 return op; 479 return op;
480
481 return 0;
491} 482}
492 483
493/* 484/*
494 * Returns the first object which has a name equal to the argument. 485 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful. 486 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999" 487 * Enables features like "patch <name-of-other-player> food 999"
497 */ 488 */
498
499object * 489object *
500find_object_name (const char *str) 490find_object_name (const char *str)
501{ 491{
502 shstr_cmp str_ (str); 492 shstr_cmp str_ (str);
503 object *op; 493 object *op;
504 494
505 for (op = object::first; op != NULL; op = op->next) 495 for_all_objects (op)
506 if (op->name == str_) 496 if (op->name == str_)
507 break; 497 break;
508 498
509 return op; 499 return op;
510} 500}
511 501
512void
513free_all_object_data ()
514{
515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516}
517
518/* 502/*
519 * Sets the owner and sets the skill and exp pointers to owner's current 503 * Sets the owner and sets the skill and exp pointers to owner's current
520 * skill and experience objects. 504 * skill and experience objects.
505 * ACTUALLY NO! investigate! TODO
521 */ 506 */
522void 507void
523object::set_owner (object *owner) 508object::set_owner (object *owner)
524{ 509{
510 // allow objects which own objects
525 if (!owner) 511 if (owner)
526 return;
527
528 /* next line added to allow objects which own objects */
529 /* Add a check for ownercounts in here, as I got into an endless loop
530 * with the fireball owning a poison cloud which then owned the
531 * fireball. I believe that was caused by one of the objects getting
532 * freed and then another object replacing it. Since the ownercounts
533 * didn't match, this check is valid and I believe that cause is valid.
534 */
535 while (owner->owner) 512 while (owner->owner)
536 owner = owner->owner; 513 owner = owner->owner;
514
515 if (flag [FLAG_FREED])
516 {
517 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
518 return;
519 }
537 520
538 this->owner = owner; 521 this->owner = owner;
522}
523
524int
525object::slottype () const
526{
527 if (type == SKILL)
528 {
529 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
530 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
531 }
532 else
533 {
534 if (slot [body_combat].info) return slot_combat;
535 if (slot [body_range ].info) return slot_ranged;
536 }
537
538 return slot_none;
539}
540
541bool
542object::change_weapon (object *ob)
543{
544 if (current_weapon == ob)
545 return true;
546
547 if (chosen_skill)
548 chosen_skill->flag [FLAG_APPLIED] = false;
549
550 current_weapon = ob;
551 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
552
553 if (chosen_skill)
554 chosen_skill->flag [FLAG_APPLIED] = true;
555
556 update_stats ();
557
558 if (ob)
559 {
560 // now check wether any body locations became invalid, in which case
561 // we cannot apply the weapon at the moment.
562 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
563 if (slot[i].used < 0)
564 {
565 current_weapon = chosen_skill = 0;
566 update_stats ();
567
568 new_draw_info_format (NDI_UNIQUE, 0, this,
569 "You try to balance all your items at once, "
570 "but the %s is just too much for your body. "
571 "[You need to unapply some items first.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
539} 588}
540 589
541/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links. 591 * refcounts and freeing the links.
543 */ 592 */
544static void 593static void
545free_key_values (object *op) 594free_key_values (object *op)
546{ 595{
547 for (key_value *i = op->key_values; i != 0;) 596 for (key_value *i = op->key_values; i; )
548 { 597 {
549 key_value *next = i->next; 598 key_value *next = i->next;
550 delete i; 599 delete i;
551 600
552 i = next; 601 i = next;
553 } 602 }
554 603
555 op->key_values = 0; 604 op->key_values = 0;
556} 605}
557 606
558void object::clear () 607object &
608object::operator =(const object &src)
559{ 609{
560 attachable_base::clear (); 610 bool is_freed = flag [FLAG_FREED];
611 bool is_removed = flag [FLAG_REMOVED];
561 612
562 free_key_values (this); 613 *(object_copy *)this = src;
563 614
564 owner = 0; 615 flag [FLAG_FREED] = is_freed;
565 name = 0; 616 flag [FLAG_REMOVED] = is_removed;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598}
599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607}
608
609/*
610 * copy object first frees everything allocated by the second object,
611 * and then copies the contends of the first object into the second
612 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object
615 * will point at garbage.
616 */
617void
618copy_object (object *op2, object *op)
619{
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
622
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632 617
633 /* Copy over key_values, if any. */ 618 /* Copy over key_values, if any. */
634 if (op2->key_values) 619 if (src.key_values)
635 { 620 {
636 key_value *tail = 0; 621 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0; 622 key_values = 0;
640 623
641 for (i = op2->key_values; i; i = i->next) 624 for (key_value *i = src.key_values; i; i = i->next)
642 { 625 {
643 key_value *new_link = new key_value; 626 key_value *new_link = new key_value;
644 627
645 new_link->next = 0; 628 new_link->next = 0;
646 new_link->key = i->key; 629 new_link->key = i->key;
647 new_link->value = i->value; 630 new_link->value = i->value;
648 631
649 /* Try and be clever here, too. */ 632 /* Try and be clever here, too. */
650 if (!op->key_values) 633 if (!key_values)
651 { 634 {
652 op->key_values = new_link; 635 key_values = new_link;
653 tail = new_link; 636 tail = new_link;
654 } 637 }
655 else 638 else
656 { 639 {
657 tail->next = new_link; 640 tail->next = new_link;
658 tail = new_link; 641 tail = new_link;
659 } 642 }
660 } 643 }
661 } 644 }
645}
662 646
663 update_ob_speed (op); 647/*
648 * copy_to first frees everything allocated by the dst object,
649 * and then copies the contents of itself into the second
650 * object, allocating what needs to be allocated. Basically, any
651 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
652 * if the first object is freed, the pointers in the new object
653 * will point at garbage.
654 */
655void
656object::copy_to (object *dst)
657{
658 *dst = *this;
659
660 if (speed < 0)
661 dst->speed_left -= rndm ();
662
663 dst->set_speed (dst->speed);
664}
665
666void
667object::instantiate ()
668{
669 if (!uuid.seq) // HACK
670 uuid = UUID::gen ();
671
672 speed_left = -0.1f;
673 /* copy the body_info to the body_used - this is only really
674 * need for monsters, but doesn't hurt to do it for everything.
675 * by doing so, when a monster is created, it has good starting
676 * values for the body_used info, so when items are created
677 * for it, they can be properly equipped.
678 */
679 for (int i = NUM_BODY_LOCATIONS; i--; )
680 slot[i].used = slot[i].info;
681
682 attachable::instantiate ();
683}
684
685object *
686object::clone ()
687{
688 object *neu = create ();
689 copy_to (neu);
690 return neu;
664} 691}
665 692
666/* 693/*
667 * If an object with the IS_TURNABLE() flag needs to be turned due 694 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can 695 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map. 696 * be called to update the face variable, _and_ how it looks on the map.
670 */ 697 */
671
672void 698void
673update_turn_face (object *op) 699update_turn_face (object *op)
674{ 700{
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 701 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
676 return; 702 return;
703
677 SET_ANIMATION (op, op->direction); 704 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE); 705 update_object (op, UP_OBJ_FACE);
679} 706}
680 707
681/* 708/*
682 * Updates the speed of an object. If the speed changes from 0 to another 709 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list. 710 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes. 711 * This function needs to be called whenever the speed of an object changes.
685 */ 712 */
686void 713void
687update_ob_speed (object *op) 714object::set_speed (float speed)
688{ 715{
689 extern int arch_init; 716 if (flag [FLAG_FREED] && speed)
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 { 717 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 718 LOG (llevError, "Object %s is freed but has speed.\n", &name);
698#ifdef MANY_CORES
699 abort ();
700#else
701 op->speed = 0; 719 speed = 0;
702#endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 { 720 }
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713 721
714 /* process_events() expects us to insert the object at the beginning 722 this->speed = speed;
715 * of the list. */
716 op->active_next = active_objects;
717 723
718 if (op->active_next != NULL) 724 if (has_active_speed ())
719 op->active_next->active_prev = op; 725 activate ();
720
721 active_objects = op;
722 }
723 else 726 else
724 { 727 deactivate ();
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747} 728}
748 729
749/* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757void
758remove_from_active_list (object *op)
759{
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778}
779
780/* 730/*
781 * update_object() updates the array which represents the map. 731 * update_object() updates the the map.
782 * It takes into account invisible objects (and represent squares covered 732 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another 733 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...) 734 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window 735 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of 736 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_) 737 * updating that window, though, since update_object() is called _often_)
788 * 738 *
789 * action is a hint of what the caller believes need to be done. 739 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are: 740 * current action are:
795 * UP_OBJ_INSERT: op was inserted 741 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed 742 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 743 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed. 744 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed. 745 * UP_OBJ_FACE: only the objects face has changed.
800 */ 746 */
801
802void 747void
803update_object (object *op, int action) 748update_object (object *op, int action)
804{ 749{
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL) 750 if (op == NULL)
809 { 751 {
810 /* this should never happen */ 752 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return; 754 return;
813 } 755 }
814 756
815 if (op->env != NULL) 757 if (op->env)
816 { 758 {
817 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
818 * to do in this case. 760 * to do in this case.
819 */ 761 */
820 return; 762 return;
825 */ 767 */
826 if (!op->map || op->map->in_memory == MAP_SAVING) 768 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return; 769 return;
828 770
829 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 772 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
831 { 773 {
832 LOG (llevError, "update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
833#ifdef MANY_CORES 775#ifdef MANY_CORES
834 abort (); 776 abort ();
835#endif 777#endif
836 return; 778 return;
837 } 779 }
838 780
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 781 mapspace &m = op->ms ();
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845 782
783 if (!(m.flags_ & P_UPTODATE))
784 /* nop */;
846 if (action == UP_OBJ_INSERT) 785 else if (action == UP_OBJ_INSERT)
847 { 786 {
787 // this is likely overkill, TODO: revisit (schmorp)
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 788 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 789 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
852 update_now = 1; 790 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
853 791 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 793 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on) 794 || (m.move_on | op->move_on ) != m.move_on
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off) 795 || (m.move_off | op->move_off ) != m.move_off
867 update_now = 1; 796 || (m.move_slow | op->move_slow) != m.move_slow
868
869 /* This isn't perfect, but I don't expect a lot of objects to 797 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now. 798 * to have move_allow right now.
871 */ 799 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 800 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
873 update_now = 1; 801 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
874 802 m.flags_ = 0;
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 } 803 }
878 /* if the object is being removed, we can't make intelligent 804 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object 805 * decisions, because remove_ob can't really pass the object
880 * that is being removed. 806 * that is being removed.
881 */ 807 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 808 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1; 809 m.flags_ = 0;
884 else if (action == UP_OBJ_FACE) 810 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ; 811 /* Nothing to do for that case */ ;
886 else 812 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action); 813 LOG (llevError, "update_object called with invalid action: %d\n", action);
888 814
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL) 815 if (op->more)
896 update_object (op->more, action); 816 update_object (op->more, action);
897}
898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals && lastmortals > 100)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921} 817}
922 818
923object::object () 819object::object ()
924{ 820{
925 SET_FLAG (this, FLAG_REMOVED); 821 SET_FLAG (this, FLAG_REMOVED);
928 face = blank_face; 824 face = blank_face;
929} 825}
930 826
931object::~object () 827object::~object ()
932{ 828{
829 unlink ();
830
933 free_key_values (this); 831 free_key_values (this);
934} 832}
935 833
834static int object_count;
835
936void object::link () 836void object::link ()
937{ 837{
838 assert (!index);//D
839 uuid = UUID::gen ();
938 count = ++ob_count; 840 count = ++object_count;
939 uuid = gen_uuid ();
940 841
941 prev = 0; 842 refcnt_inc ();
942 next = object::first; 843 objects.insert (this);
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948} 844}
949 845
950void object::unlink () 846void object::unlink ()
951{ 847{
952 if (this == object::first) 848 if (!index)
953 object::first = next; 849 return;
954 850
955 /* Remove this object from the list of used objects */ 851 objects.erase (this);
956 if (prev) prev->next = next; 852 refcnt_dec ();
957 if (next) next->prev = prev; 853}
958 854
959 prev = 0; 855void
960 next = 0; 856object::activate ()
857{
858 /* If already on active list, don't do anything */
859 if (active)
860 return;
861
862 if (has_active_speed ())
863 actives.insert (this);
864}
865
866void
867object::activate_recursive ()
868{
869 activate ();
870
871 for (object *op = inv; op; op = op->below)
872 op->activate_recursive ();
873}
874
875/* This function removes object 'op' from the list of active
876 * objects.
877 * This should only be used for style maps or other such
878 * reference maps where you don't want an object that isn't
879 * in play chewing up cpu time getting processed.
880 * The reverse of this is to call update_ob_speed, which
881 * will do the right thing based on the speed of the object.
882 */
883void
884object::deactivate ()
885{
886 /* If not on the active list, nothing needs to be done */
887 if (!active)
888 return;
889
890 actives.erase (this);
891}
892
893void
894object::deactivate_recursive ()
895{
896 for (object *op = inv; op; op = op->below)
897 op->deactivate_recursive ();
898
899 deactivate ();
900}
901
902void
903object::set_flag_inv (int flag, int value)
904{
905 for (object *op = inv; op; op = op->below)
906 {
907 op->flag [flag] = value;
908 op->set_flag_inv (flag, value);
909 }
910}
911
912/*
913 * Remove and free all objects in the inventory of the given object.
914 * object.c ?
915 */
916void
917object::destroy_inv (bool drop_to_ground)
918{
919 // need to check first, because the checks below might segfault
920 // as we might be on an invalid mapspace and crossfire code
921 // is too buggy to ensure that the inventory is empty.
922 // corollary: if you create arrows etc. with stuff in its inventory,
923 // cf will crash below with off-map x and y
924 if (!inv)
925 return;
926
927 /* Only if the space blocks everything do we not process -
928 * if some form of movement is allowed, let objects
929 * drop on that space.
930 */
931 if (!drop_to_ground
932 || !map
933 || map->in_memory != MAP_ACTIVE
934 || map->nodrop
935 || ms ().move_block == MOVE_ALL)
936 {
937 while (inv)
938 {
939 inv->destroy_inv (false);
940 inv->destroy ();
941 }
942 }
943 else
944 { /* Put objects in inventory onto this space */
945 while (inv)
946 {
947 object *op = inv;
948
949 if (op->flag [FLAG_STARTEQUIP]
950 || op->flag [FLAG_NO_DROP]
951 || op->type == RUNE
952 || op->type == TRAP
953 || op->flag [FLAG_IS_A_TEMPLATE]
954 || op->flag [FLAG_DESTROY_ON_DEATH])
955 op->destroy (true);
956 else
957 map->insert (op, x, y);
958 }
959 }
961} 960}
962 961
963object *object::create () 962object *object::create ()
964{ 963{
965 object *op = new object; 964 object *op = new object;
966 op->link (); 965 op->link ();
967 return op; 966 return op;
968} 967}
969 968
970/* 969void
971 * free_object() frees everything allocated by an object, removes 970object::do_destroy ()
972 * it from the list of used objects, and puts it on the list of 971{
973 * free objects. The IS_FREED() flag is set in the object. 972 if (flag [FLAG_IS_LINKED])
974 * The object must have been removed by remove_ob() first for 973 remove_button_link (this);
975 * this function to succeed. 974
976 * 975 if (flag [FLAG_FRIENDLY])
977 * If destroy_inventory is set, free inventory as well. Else drop items in 976 remove_friendly_object (this);
978 * inventory to the ground. 977
979 */ 978 remove ();
979
980 attachable::do_destroy ();
981
982 deactivate ();
983 unlink ();
984
985 flag [FLAG_FREED] = 1;
986
987 // hack to ensure that freed objects still have a valid map
988 {
989 static maptile *freed_map; // freed objects are moved here to avoid crashes
990
991 if (!freed_map)
992 {
993 freed_map = new maptile;
994
995 freed_map->path = "<freed objects map>";
996 freed_map->name = "/internal/freed_objects_map";
997 freed_map->width = 3;
998 freed_map->height = 3;
999 freed_map->nodrop = 1;
1000
1001 freed_map->alloc ();
1002 freed_map->in_memory = MAP_ACTIVE;
1003 }
1004
1005 map = freed_map;
1006 x = 1;
1007 y = 1;
1008 }
1009
1010 if (more)
1011 {
1012 more->destroy ();
1013 more = 0;
1014 }
1015
1016 head = 0;
1017
1018 // clear those pointers that likely might cause circular references
1019 owner = 0;
1020 enemy = 0;
1021 attacked_by = 0;
1022 current_weapon = 0;
1023}
1024
1025void
980void object::destroy (bool destroy_inventory) 1026object::destroy (bool destroy_inventory)
981{ 1027{
982 if (QUERY_FLAG (this, FLAG_FREED)) 1028 if (destroyed ())
983 return; 1029 return;
984 1030
985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
986 remove_friendly_object (this);
987
988 if (!QUERY_FLAG (this, FLAG_REMOVED))
989 remove_ob (this);
990
991 SET_FLAG (this, FLAG_FREED);
992
993 if (more)
994 {
995 more->destroy (destroy_inventory); 1031 destroy_inv (!destroy_inventory);
996 more = 0;
997 }
998 1032
999 if (inv) 1033 if (is_head ())
1000 { 1034 if (sound_destroy)
1001 /* Only if the space blocks everything do we not process - 1035 play_sound (sound_destroy);
1002 * if some form of movement is allowed, let objects 1036 else if (flag [FLAG_MONSTER])
1003 * drop on that space. 1037 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1004 */
1005 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1006 {
1007 object *op = inv;
1008 1038
1009 while (op) 1039 attachable::destroy ();
1010 {
1011 object *tmp = op->below;
1012 op->destroy (destroy_inventory);
1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1039 }
1040
1041 // clear those pointers that likely might have circular references to us
1042 owner = 0;
1043 enemy = 0;
1044 attacked_by = 0;
1045
1046 // only relevant for players(?), but make sure of it anyways
1047 contr = 0;
1048
1049 /* Remove object from the active list */
1050 speed = 0;
1051 update_ob_speed (this);
1052
1053 unlink ();
1054
1055 mortals.push_back (this);
1056} 1040}
1057 1041
1058/* 1042/* op->remove ():
1059 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)).
1061 */
1062
1063void
1064sub_weight (object *op, signed long weight)
1065{
1066 while (op != NULL)
1067 {
1068 if (op->type == CONTAINER)
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070
1071 op->carrying -= weight;
1072 op = op->env;
1073 }
1074}
1075
1076/* remove_ob(op):
1077 * This function removes the object op from the linked list of objects 1043 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the 1044 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an 1045 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to 1046 * environment, the x and y coordinates will be updated to
1081 * the previous environment. 1047 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */ 1048 */
1084
1085void 1049void
1086remove_ob (object *op) 1050object::do_remove ()
1087{ 1051{
1088 object *tmp, *last = 0; 1052 object *tmp, *last = 0;
1089 object *otmp; 1053 object *otmp;
1090 1054
1091 int check_walk_off; 1055 if (flag [FLAG_REMOVED])
1092 maptile *m;
1093
1094 sint16 x, y;
1095
1096 if (QUERY_FLAG (op, FLAG_REMOVED))
1097 return; 1056 return;
1098 1057
1099 SET_FLAG (op, FLAG_REMOVED); 1058 INVOKE_OBJECT (REMOVE, this);
1100 1059
1101 if (op->more != NULL) 1060 if (object *pl = visible_to ())
1102 remove_ob (op->more); 1061 esrv_del_item (pl->contr, count);
1062
1063 flag [FLAG_REMOVED] = true;
1064
1065 if (more)
1066 more->remove ();
1103 1067
1104 /* 1068 /*
1105 * In this case, the object to be removed is in someones 1069 * In this case, the object to be removed is in someones
1106 * inventory. 1070 * inventory.
1107 */ 1071 */
1108 if (op->env != NULL) 1072 if (env)
1109 { 1073 {
1110 if (op->nrof) 1074 adjust_weight (env, -total_weight ());
1111 sub_weight (op->env, op->weight * op->nrof); 1075
1112 else 1076 *(above ? &above->below : &env->inv) = below;
1113 sub_weight (op->env, op->weight + op->carrying); 1077
1078 if (below)
1079 below->above = above;
1080
1081 /* we set up values so that it could be inserted into
1082 * the map, but we don't actually do that - it is up
1083 * to the caller to decide what we want to do.
1084 */
1085 map = env->map;
1086 x = env->x;
1087 y = env->y;
1088 above = 0;
1089 below = 0;
1090 env = 0;
1114 1091
1115 /* NO_FIX_PLAYER is set when a great many changes are being 1092 /* NO_FIX_PLAYER is set when a great many changes are being
1116 * made to players inventory. If set, avoiding the call 1093 * made to players inventory. If set, avoiding the call
1117 * to save cpu time. 1094 * to save cpu time.
1118 */ 1095 */
1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1096 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1120 fix_player (otmp); 1097 otmp->update_stats ();
1098 }
1099 else if (map)
1100 {
1101 if (type == PLAYER)
1102 {
1103 // leaving a spot always closes any open container on the ground
1104 if (container && !container->env)
1105 // this causes spurious floorbox updates, but it ensures
1106 // that the CLOSE event is being sent.
1107 close_container ();
1121 1108
1122 if (op->above != NULL) 1109 --map->players;
1110 map->touch ();
1111 }
1112
1113 map->dirty = true;
1114 mapspace &ms = this->ms ();
1115
1116 /* link the object above us */
1117 if (above)
1123 op->above->below = op->below; 1118 above->below = below;
1124 else 1119 else
1125 op->env->inv = op->below;
1126
1127 if (op->below != NULL)
1128 op->below->above = op->above;
1129
1130 /* we set up values so that it could be inserted into
1131 * the map, but we don't actually do that - it is up
1132 * to the caller to decide what we want to do.
1133 */
1134 op->x = op->env->x, op->y = op->env->y;
1135 op->map = op->env->map;
1136 op->above = NULL, op->below = NULL;
1137 op->env = NULL;
1138 }
1139 else if (op->map)
1140 {
1141 x = op->x;
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 }
1155
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163
1164 /* link the object above us */
1165 if (op->above)
1166 op->above->below = op->below;
1167 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 1120 ms.top = below; /* we were top, set new top */
1169 1121
1170 /* Relink the object below us, if there is one */ 1122 /* Relink the object below us, if there is one */
1171 if (op->below) 1123 if (below)
1172 op->below->above = op->above; 1124 below->above = above;
1173 else 1125 else
1174 { 1126 {
1175 /* Nothing below, which means we need to relink map object for this space 1127 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is 1128 * use translated coordinates in case some oddness with map tiling is
1177 * evident 1129 * evident
1178 */ 1130 */
1179 if (GET_MAP_OB (m, x, y) != op) 1131 if (GET_MAP_OB (map, x, y) != this)
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1132 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187 1133
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1134 ms.bot = above; /* goes on above it. */
1189 } 1135 }
1190 1136
1191 op->above = 0; 1137 above = 0;
1192 op->below = 0; 1138 below = 0;
1193 1139
1194 if (op->map->in_memory == MAP_SAVING) 1140 if (map->in_memory == MAP_SAVING)
1195 return; 1141 return;
1196 1142
1197 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1143 int check_walk_off = !flag [FLAG_NO_APPLY];
1198 1144
1199 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1145 if (object *pl = ms.player ())
1146 {
1147 if (pl->container == this)
1148 /* If a container that the player is currently using somehow gets
1149 * removed (most likely destroyed), update the player view
1150 * appropriately.
1151 */
1152 pl->close_container ();
1153
1154 esrv_del_item (pl, count);
1155 }
1156
1157 for (tmp = ms.bot; tmp; tmp = tmp->above)
1200 { 1158 {
1201 /* No point updating the players look faces if he is the object 1159 /* No point updating the players look faces if he is the object
1202 * being removed. 1160 * being removed.
1203 */ 1161 */
1204 1162
1205 if (tmp->type == PLAYER && tmp != op) 1163 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1206 { 1167 {
1207 /* If a container that the player is currently using somehow gets
1208 * removed (most likely destroyed), update the player view
1209 * appropriately.
1210 */
1211 if (tmp->container == op)
1212 {
1213 CLEAR_FLAG (op, FLAG_APPLIED);
1214 tmp->container = NULL;
1215 }
1216
1217 tmp->contr->socket.update_look = 1;
1218 }
1219
1220 /* See if player moving off should effect something */
1221 if (check_walk_off
1222 && ((op->move_type & tmp->move_off)
1223 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 {
1225 move_apply (tmp, op, NULL); 1168 move_apply (tmp, this, 0);
1226 1169
1227 if (op->destroyed ()) 1170 if (destroyed ())
1228 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1229 } 1172 }
1230 1173
1231 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1232
1233 if (tmp->above == tmp)
1234 tmp->above = NULL;
1235
1236 last = tmp; 1174 last = tmp;
1237 } 1175 }
1238 1176
1239 /* last == NULL of there are no objects on this space */ 1177 /* last == NULL if there are no objects on this space */
1178 //TODO: this makes little sense, why only update the topmost object?
1240 if (last == NULL) 1179 if (!last)
1241 { 1180 map->at (x, y).flags_ = 0;
1242 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1243 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1244 * those out anyways, and if there are any flags set right now, they won't
1245 * be correct anyways.
1246 */
1247 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1248 update_position (op->map, op->x, op->y);
1249 }
1250 else 1181 else
1251 update_object (last, UP_OBJ_REMOVE); 1182 update_object (last, UP_OBJ_REMOVE);
1252 1183
1253 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1254 update_all_los (op->map, op->x, op->y); 1185 update_all_los (map, x, y);
1255 } 1186 }
1256} 1187}
1257 1188
1258/* 1189/*
1259 * merge_ob(op,top): 1190 * merge_ob(op,top):
1267merge_ob (object *op, object *top) 1198merge_ob (object *op, object *top)
1268{ 1199{
1269 if (!op->nrof) 1200 if (!op->nrof)
1270 return 0; 1201 return 0;
1271 1202
1272 if (top == NULL) 1203 if (!top)
1273 for (top = op; top != NULL && top->above != NULL; top = top->above); 1204 for (top = op; top && top->above; top = top->above)
1205 ;
1274 1206
1275 for (; top != NULL; top = top->below) 1207 for (; top; top = top->below)
1276 { 1208 if (object::can_merge (op, top))
1277 if (top == op)
1278 continue;
1279 if (CAN_MERGE (op, top))
1280 { 1209 {
1281 top->nrof += op->nrof; 1210 top->nrof += op->nrof;
1282 1211
1283/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212 if (object *pl = top->visible_to ())
1284 op->weight = 0; /* Don't want any adjustements now */ 1213 esrv_update_item (UPD_NROF, pl, top);
1285 remove_ob (op); 1214
1286 free_object (op); 1215 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already
1217
1218 op->destroy (1);
1219
1287 return top; 1220 return top;
1288 } 1221 }
1289 }
1290 1222
1291 return 0; 1223 return 0;
1292} 1224}
1293 1225
1226void
1227object::expand_tail ()
1228{
1229 if (more)
1230 return;
1231
1232 object *prev = this;
1233
1234 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1235 {
1236 object *op = arch_to_object (at);
1237
1238 op->name = name;
1239 op->name_pl = name_pl;
1240 op->title = title;
1241
1242 op->head = this;
1243 prev->more = op;
1244
1245 prev = op;
1246 }
1247}
1248
1294/* 1249/*
1295 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1250 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1296 * job preparing multi-part monsters 1251 * job preparing multi-part monsters.
1297 */ 1252 */
1298object * 1253object *
1299insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1300{ 1255{
1301 object *tmp;
1302
1303 if (op->head)
1304 op = op->head;
1305
1306 for (tmp = op; tmp; tmp = tmp->more) 1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1307 { 1257 {
1308 tmp->x = x + tmp->arch->clone.x; 1258 tmp->x = x + tmp->arch->x;
1309 tmp->y = y + tmp->arch->clone.y; 1259 tmp->y = y + tmp->arch->y;
1310 } 1260 }
1311 1261
1312 return insert_ob_in_map (op, m, originator, flag); 1262 return insert_ob_in_map (op, m, originator, flag);
1313} 1263}
1314 1264
1330 * Return value: 1280 * Return value:
1331 * new object if 'op' was merged with other object 1281 * new object if 'op' was merged with other object
1332 * NULL if 'op' was destroyed 1282 * NULL if 'op' was destroyed
1333 * just 'op' otherwise 1283 * just 'op' otherwise
1334 */ 1284 */
1335
1336object * 1285object *
1337insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1338{ 1287{
1288 assert (!op->flag [FLAG_FREED]);
1289
1339 object *tmp, *top, *floor = NULL; 1290 object *top, *floor = NULL;
1340 sint16 x, y;
1341 1291
1342 if (QUERY_FLAG (op, FLAG_FREED)) 1292 op->remove ();
1343 {
1344 LOG (llevError, "Trying to insert freed object!\n");
1345 return NULL;
1346 }
1347
1348 if (m == NULL)
1349 {
1350 dump_object (op);
1351 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1352 return op;
1353 }
1354
1355 if (out_of_map (m, op->x, op->y))
1356 {
1357 dump_object (op);
1358 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1359#ifdef MANY_CORES
1360 /* Better to catch this here, as otherwise the next use of this object
1361 * is likely to cause a crash. Better to find out where it is getting
1362 * improperly inserted.
1363 */
1364 abort ();
1365#endif
1366 return op;
1367 }
1368
1369 if (!QUERY_FLAG (op, FLAG_REMOVED))
1370 {
1371 dump_object (op);
1372 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1373 return op;
1374 }
1375
1376 if (op->more != NULL)
1377 {
1378 /* The part may be on a different map. */
1379
1380 object *more = op->more;
1381
1382 /* We really need the caller to normalize coordinates - if
1383 * we set the map, that doesn't work if the location is within
1384 * a map and this is straddling an edge. So only if coordinate
1385 * is clear wrong do we normalize it.
1386 */
1387 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1388 more->map = get_map_from_coord (m, &more->x, &more->y);
1389 else if (!more->map)
1390 {
1391 /* For backwards compatibility - when not dealing with tiled maps,
1392 * more->map should always point to the parent.
1393 */
1394 more->map = m;
1395 }
1396
1397 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1398 {
1399 if (!op->head)
1400 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1401
1402 return NULL;
1403 }
1404 }
1405
1406 CLEAR_FLAG (op, FLAG_REMOVED);
1407 1293
1408 /* Ideally, the caller figures this out. However, it complicates a lot 1294 /* Ideally, the caller figures this out. However, it complicates a lot
1409 * of areas of callers (eg, anything that uses find_free_spot would now 1295 * of areas of callers (eg, anything that uses find_free_spot would now
1410 * need extra work 1296 * need extra work
1411 */ 1297 */
1412 op->map = get_map_from_coord (m, &op->x, &op->y); 1298 if (!xy_normalise (m, op->x, op->y))
1413 x = op->x; 1299 {
1414 y = op->y; 1300 op->destroy (1);
1301 return 0;
1302 }
1303
1304 if (object *more = op->more)
1305 if (!insert_ob_in_map (more, m, originator, flag))
1306 return 0;
1307
1308 CLEAR_FLAG (op, FLAG_REMOVED);
1309
1310 op->map = m;
1311 mapspace &ms = op->ms ();
1415 1312
1416 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1417 */ 1314 */
1418 if (op->nrof && !(flag & INS_NO_MERGE)) 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1419 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1420 if (CAN_MERGE (op, tmp)) 1317 if (object::can_merge (op, tmp))
1421 { 1318 {
1422 op->nrof += tmp->nrof; 1319 op->nrof += tmp->nrof;
1423 remove_ob (tmp); 1320 tmp->destroy (1);
1424 free_object (tmp);
1425 } 1321 }
1426 1322
1427 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1323 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1428 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1324 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1429 1325
1442 op->below = originator->below; 1338 op->below = originator->below;
1443 1339
1444 if (op->below) 1340 if (op->below)
1445 op->below->above = op; 1341 op->below->above = op;
1446 else 1342 else
1447 SET_MAP_OB (op->map, op->x, op->y, op); 1343 ms.bot = op;
1448 1344
1449 /* since *below* originator, no need to update top */ 1345 /* since *below* originator, no need to update top */
1450 originator->below = op; 1346 originator->below = op;
1451 } 1347 }
1452 else 1348 else
1453 { 1349 {
1350 top = ms.bot;
1351
1454 /* If there are other objects, then */ 1352 /* If there are other objects, then */
1455 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1353 if (top)
1456 { 1354 {
1457 object *last = NULL; 1355 object *last = 0;
1458 1356
1459 /* 1357 /*
1460 * If there are multiple objects on this space, we do some trickier handling. 1358 * If there are multiple objects on this space, we do some trickier handling.
1461 * We've already dealt with merging if appropriate. 1359 * We've already dealt with merging if appropriate.
1462 * Generally, we want to put the new object on top. But if 1360 * Generally, we want to put the new object on top. But if
1466 * once we get to them. This reduces the need to traverse over all of 1364 * once we get to them. This reduces the need to traverse over all of
1467 * them when adding another one - this saves quite a bit of cpu time 1365 * them when adding another one - this saves quite a bit of cpu time
1468 * when lots of spells are cast in one area. Currently, it is presumed 1366 * when lots of spells are cast in one area. Currently, it is presumed
1469 * that flying non pickable objects are spell objects. 1367 * that flying non pickable objects are spell objects.
1470 */ 1368 */
1471 1369 for (top = ms.bot; top; top = top->above)
1472 while (top != NULL)
1473 { 1370 {
1474 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1371 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1475 floor = top; 1372 floor = top;
1476 1373
1477 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1374 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1480 top = top->below; 1377 top = top->below;
1481 break; 1378 break;
1482 } 1379 }
1483 1380
1484 last = top; 1381 last = top;
1485 top = top->above;
1486 } 1382 }
1487 1383
1488 /* Don't want top to be NULL, so set it to the last valid object */ 1384 /* Don't want top to be NULL, so set it to the last valid object */
1489 top = last; 1385 top = last;
1490 1386
1492 * looks like instead of lots of conditions here. 1388 * looks like instead of lots of conditions here.
1493 * makes things faster, and effectively the same result. 1389 * makes things faster, and effectively the same result.
1494 */ 1390 */
1495 1391
1496 /* Have object 'fall below' other objects that block view. 1392 /* Have object 'fall below' other objects that block view.
1497 * Unless those objects are exits, type 66 1393 * Unless those objects are exits.
1498 * If INS_ON_TOP is used, don't do this processing 1394 * If INS_ON_TOP is used, don't do this processing
1499 * Need to find the object that in fact blocks view, otherwise 1395 * Need to find the object that in fact blocks view, otherwise
1500 * stacking is a bit odd. 1396 * stacking is a bit odd.
1501 */ 1397 */
1502 if (!(flag & INS_ON_TOP) && 1398 if (!(flag & INS_ON_TOP)
1503 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1399 && ms.flags () & P_BLOCKSVIEW
1400 && (op->face && !faces [op->face].visibility))
1504 { 1401 {
1505 for (last = top; last != floor; last = last->below) 1402 for (last = top; last != floor; last = last->below)
1506 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1507 break; 1404 break;
1405
1508 /* Check to see if we found the object that blocks view, 1406 /* Check to see if we found the object that blocks view,
1509 * and make sure we have a below pointer for it so that 1407 * and make sure we have a below pointer for it so that
1510 * we can get inserted below this one, which requires we 1408 * we can get inserted below this one, which requires we
1511 * set top to the object below us. 1409 * set top to the object below us.
1512 */ 1410 */
1513 if (last && last->below && last != floor) 1411 if (last && last->below && last != floor)
1514 top = last->below; 1412 top = last->below;
1515 } 1413 }
1516 } /* If objects on this space */ 1414 } /* If objects on this space */
1517 1415
1518 if (flag & INS_MAP_LOAD)
1519 top = GET_MAP_TOP (op->map, op->x, op->y);
1520
1521 if (flag & INS_ABOVE_FLOOR_ONLY) 1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1522 top = floor; 1417 top = floor;
1523 1418
1524 /* Top is the object that our object (op) is going to get inserted above. 1419 /* Top is the object that our object (op) is going to get inserted above.
1525 */ 1420 */
1526 1421
1527 /* First object on this space */ 1422 /* First object on this space */
1528 if (!top) 1423 if (!top)
1529 { 1424 {
1530 op->above = GET_MAP_OB (op->map, op->x, op->y); 1425 op->above = ms.bot;
1531 1426
1532 if (op->above) 1427 if (op->above)
1533 op->above->below = op; 1428 op->above->below = op;
1534 1429
1535 op->below = NULL; 1430 op->below = 0;
1536 SET_MAP_OB (op->map, op->x, op->y, op); 1431 ms.bot = op;
1537 } 1432 }
1538 else 1433 else
1539 { /* get inserted into the stack above top */ 1434 { /* get inserted into the stack above top */
1540 op->above = top->above; 1435 op->above = top->above;
1541 1436
1544 1439
1545 op->below = top; 1440 op->below = top;
1546 top->above = op; 1441 top->above = op;
1547 } 1442 }
1548 1443
1549 if (op->above == NULL) 1444 if (!op->above)
1550 SET_MAP_TOP (op->map, op->x, op->y, op); 1445 ms.top = op;
1551 } /* else not INS_BELOW_ORIGINATOR */ 1446 } /* else not INS_BELOW_ORIGINATOR */
1552 1447
1553 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1449 {
1554 op->contr->do_los = 1; 1450 op->contr->do_los = 1;
1451 ++op->map->players;
1452 op->map->touch ();
1453 }
1555 1454
1556 /* If we have a floor, we know the player, if any, will be above 1455 op->map->dirty = true;
1557 * it, so save a few ticks and start from there. 1456
1558 */ 1457 if (object *pl = ms.player ())
1559 if (!(flag & INS_MAP_LOAD)) 1458 esrv_send_item (pl, op);
1560 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1561 if (tmp->type == PLAYER)
1562 tmp->contr->socket.update_look = 1;
1563 1459
1564 /* If this object glows, it may affect lighting conditions that are 1460 /* If this object glows, it may affect lighting conditions that are
1565 * visible to others on this map. But update_all_los is really 1461 * visible to others on this map. But update_all_los is really
1566 * an inefficient way to do this, as it means los for all players 1462 * an inefficient way to do this, as it means los for all players
1567 * on the map will get recalculated. The players could very well 1463 * on the map will get recalculated. The players could very well
1568 * be far away from this change and not affected in any way - 1464 * be far away from this change and not affected in any way -
1569 * this should get redone to only look for players within range, 1465 * this should get redone to only look for players within range,
1570 * or just updating the P_NEED_UPDATE for spaces within this area 1466 * or just updating the P_UPTODATE for spaces within this area
1571 * of effect may be sufficient. 1467 * of effect may be sufficient.
1572 */ 1468 */
1573 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1469 if (op->map->darkness && (op->glow_radius != 0))
1574 update_all_los (op->map, op->x, op->y); 1470 update_all_los (op->map, op->x, op->y);
1575 1471
1576 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1577 update_object (op, UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1578 1474
1475 INVOKE_OBJECT (INSERT, op);
1476
1579 /* Don't know if moving this to the end will break anything. However, 1477 /* Don't know if moving this to the end will break anything. However,
1580 * we want to have update_look set above before calling this. 1478 * we want to have floorbox_update called before calling this.
1581 * 1479 *
1582 * check_move_on() must be after this because code called from 1480 * check_move_on() must be after this because code called from
1583 * check_move_on() depends on correct map flags (so functions like 1481 * check_move_on() depends on correct map flags (so functions like
1584 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1585 * update_object(). 1483 * update_object().
1586 */ 1484 */
1587 1485
1588 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1589 if (!(flag & INS_NO_WALK_ON) && !op->head) 1487 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1590 { 1488 {
1591 if (check_move_on (op, originator)) 1489 if (check_move_on (op, originator))
1592 return NULL; 1490 return 0;
1593 1491
1594 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1595 * walk on's. 1493 * walk on's.
1596 */ 1494 */
1597 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1495 for (object *tmp = op->more; tmp; tmp = tmp->more)
1598 if (check_move_on (tmp, originator)) 1496 if (check_move_on (tmp, originator))
1599 return NULL; 1497 return 0;
1600 } 1498 }
1601 1499
1602 return op; 1500 return op;
1603} 1501}
1604 1502
1605/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1606 * finds an object of its own type, it'll remove that one first. 1504 * finds an object of its own type, it'll remove that one first.
1607 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1608 */ 1506 */
1609void 1507void
1610replace_insert_ob_in_map (const char *arch_string, object *op) 1508replace_insert_ob_in_map (const char *arch_string, object *op)
1611{ 1509{
1612 object *
1613 tmp;
1614 object *
1615 tmp1;
1616
1617 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1618 1511
1619 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1620 {
1621 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1513 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1622 { 1514 tmp->destroy (1);
1623 remove_ob (tmp);
1624 free_object (tmp);
1625 }
1626 }
1627 1515
1628 tmp1 = arch_to_object (archetype::find (arch_string)); 1516 object *tmp = arch_to_object (archetype::find (arch_string));
1629 1517
1630 tmp1->x = op->x; 1518 tmp->x = op->x;
1631 tmp1->y = op->y; 1519 tmp->y = op->y;
1520
1632 insert_ob_in_map (tmp1, op->map, op, 0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1633} 1522}
1634
1635/*
1636 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1637 * is returned contains nr objects, and the remaining parts contains
1638 * the rest (or is removed and freed if that number is 0).
1639 * On failure, NULL is returned, and the reason put into the
1640 * global static errmsg array.
1641 */
1642 1523
1643object * 1524object *
1644get_split_ob (object *orig_ob, uint32 nr) 1525object::insert_at (object *where, object *originator, int flags)
1645{ 1526{
1646 object * 1527 if (where->env)
1647 newob; 1528 return where->env->insert (this);
1648 int 1529 else
1649 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1530 return where->map->insert (this, where->x, where->y, originator, flags);
1650
1651 if (orig_ob->nrof < nr)
1652 {
1653 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1654 return NULL;
1655 }
1656
1657 newob = object_create_clone (orig_ob);
1658
1659 if ((orig_ob->nrof -= nr) < 1)
1660 {
1661 if (!is_removed)
1662 remove_ob (orig_ob);
1663 free_object2 (orig_ob, 1);
1664 }
1665 else if (!is_removed)
1666 {
1667 if (orig_ob->env != NULL)
1668 sub_weight (orig_ob->env, orig_ob->weight * nr);
1669 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1670 {
1671 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1672 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1673 return NULL;
1674 }
1675 }
1676
1677 newob->nrof = nr;
1678
1679 return newob;
1680} 1531}
1681 1532
1682/* 1533/*
1683 * decrease_ob_nr(object, number) decreases a specified number from 1534 * decrease(object, number) decreases a specified number from
1684 * the amount of an object. If the amount reaches 0, the object 1535 * the amount of an object. If the amount reaches 0, the object
1685 * is subsequently removed and freed. 1536 * is subsequently removed and freed.
1686 * 1537 *
1687 * Return value: 'op' if something is left, NULL if the amount reached 0 1538 * Return value: 'op' if something is left, NULL if the amount reached 0
1688 */ 1539 */
1540bool
1541object::decrease (sint32 nr)
1542{
1543 if (!nr)
1544 return true;
1689 1545
1546 nr = min (nr, nrof);
1547
1548 nrof -= nr;
1549
1550 if (nrof)
1551 {
1552 adjust_weight (env, -weight * nr); // carrying == 0
1553
1554 if (object *pl = visible_to ())
1555 esrv_update_item (UPD_NROF, pl, this);
1556
1557 return true;
1558 }
1559 else
1560 {
1561 destroy (1);
1562 return false;
1563 }
1564}
1565
1566/*
1567 * split(ob,nr) splits up ob into two parts. The part which
1568 * is returned contains nr objects, and the remaining parts contains
1569 * the rest (or is removed and returned if that number is 0).
1570 * On failure, NULL is returned.
1571 */
1690object * 1572object *
1691decrease_ob_nr (object *op, uint32 i) 1573object::split (sint32 nr)
1692{ 1574{
1693 object *tmp; 1575 int have = number_of ();
1694 player *pl;
1695 1576
1696 if (i == 0) /* objects with op->nrof require this check */ 1577 if (have < nr)
1697 return op; 1578 return 0;
1698 1579 else if (have == nr)
1699 if (i > op->nrof)
1700 i = op->nrof;
1701
1702 if (QUERY_FLAG (op, FLAG_REMOVED))
1703 op->nrof -= i;
1704 else if (op->env != NULL)
1705 { 1580 {
1706 /* is this object in the players inventory, or sub container
1707 * therein?
1708 */
1709 tmp = is_player_inv (op->env);
1710 /* nope. Is this a container the player has opened?
1711 * If so, set tmp to that player.
1712 * IMO, searching through all the players will mostly
1713 * likely be quicker than following op->env to the map,
1714 * and then searching the map for a player.
1715 */
1716 if (!tmp)
1717 {
1718 for (pl = first_player; pl; pl = pl->next)
1719 if (pl->ob->container == op->env)
1720 break;
1721 if (pl)
1722 tmp = pl->ob;
1723 else
1724 tmp = NULL;
1725 }
1726
1727 if (i < op->nrof)
1728 {
1729 sub_weight (op->env, op->weight * i);
1730 op->nrof -= i;
1731 if (tmp)
1732 {
1733 esrv_send_item (tmp, op);
1734 }
1735 }
1736 else
1737 {
1738 remove_ob (op); 1581 remove ();
1739 op->nrof = 0; 1582 return this;
1740 if (tmp)
1741 {
1742 esrv_del_item (tmp->contr, op->count);
1743 }
1744 }
1745 } 1583 }
1746 else 1584 else
1747 { 1585 {
1748 object *above = op->above; 1586 decrease (nr);
1749 1587
1750 if (i < op->nrof) 1588 object *op = object_create_clone (this);
1751 op->nrof -= i; 1589 op->nrof = nr;
1752 else
1753 {
1754 remove_ob (op);
1755 op->nrof = 0;
1756 }
1757
1758 /* Since we just removed op, op->above is null */
1759 for (tmp = above; tmp != NULL; tmp = tmp->above)
1760 if (tmp->type == PLAYER)
1761 {
1762 if (op->nrof)
1763 esrv_send_item (tmp, op);
1764 else
1765 esrv_del_item (tmp->contr, op->count);
1766 }
1767 }
1768
1769 if (op->nrof)
1770 return op; 1590 return op;
1771 else
1772 { 1591 }
1773 free_object (op); 1592}
1593
1594object *
1595insert_ob_in_ob (object *op, object *where)
1596{
1597 if (!where)
1598 {
1599 char *dump = dump_object (op);
1600 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1601 free (dump);
1774 return NULL; 1602 return op;
1775 }
1776}
1777
1778/*
1779 * add_weight(object, weight) adds the specified weight to an object,
1780 * and also updates how much the environment(s) is/are carrying.
1781 */
1782
1783void
1784add_weight (object *op, signed long weight)
1785{
1786 while (op != NULL)
1787 { 1603 }
1788 if (op->type == CONTAINER)
1789 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1790 1604
1791 op->carrying += weight; 1605 if (where->head_ () != where)
1792 op = op->env;
1793 } 1606 {
1794} 1607 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1608 where = where->head;
1609 }
1795 1610
1611 return where->insert (op);
1612}
1613
1796/* 1614/*
1797 * insert_ob_in_ob(op,environment): 1615 * env->insert (op)
1798 * This function inserts the object op in the linked list 1616 * This function inserts the object op in the linked list
1799 * inside the object environment. 1617 * inside the object environment.
1800 * 1618 *
1801 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1802 * the inventory at the last position or next to other objects of the same
1803 * type.
1804 * Frank: Now sorted by type, archetype and magic!
1805 *
1806 * The function returns now pointer to inserted item, and return value can 1619 * The function returns now pointer to inserted item, and return value can
1807 * be != op, if items are merged. -Tero 1620 * be != op, if items are merged. -Tero
1808 */ 1621 */
1809
1810object * 1622object *
1811insert_ob_in_ob (object *op, object *where) 1623object::insert (object *op)
1812{ 1624{
1813 object *
1814 tmp, *
1815 otmp;
1816
1817 if (!QUERY_FLAG (op, FLAG_REMOVED))
1818 {
1819 dump_object (op);
1820 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1821 return op;
1822 }
1823
1824 if (where == NULL)
1825 {
1826 dump_object (op);
1827 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1828 return op;
1829 }
1830
1831 if (where->head)
1832 {
1833 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1834 where = where->head;
1835 }
1836
1837 if (op->more) 1625 if (op->more)
1838 { 1626 {
1839 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1627 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1840 return op; 1628 return op;
1841 } 1629 }
1842 1630
1843 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1631 op->remove ();
1844 CLEAR_FLAG (op, FLAG_REMOVED); 1632
1633 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1634
1845 if (op->nrof) 1635 if (op->nrof)
1846 {
1847 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1636 for (object *tmp = inv; tmp; tmp = tmp->below)
1848 if (CAN_MERGE (tmp, op)) 1637 if (object::can_merge (tmp, op))
1849 { 1638 {
1850 /* return the original object and remove inserted object 1639 /* return the original object and remove inserted object
1851 (client needs the original object) */ 1640 (client needs the original object) */
1852 tmp->nrof += op->nrof; 1641 tmp->nrof += op->nrof;
1853 /* Weight handling gets pretty funky. Since we are adding to 1642
1854 * tmp->nrof, we need to increase the weight. 1643 if (object *pl = tmp->visible_to ())
1855 */ 1644 esrv_update_item (UPD_NROF, pl, tmp);
1856 add_weight (where, op->weight * op->nrof); 1645
1857 SET_FLAG (op, FLAG_REMOVED); 1646 adjust_weight (this, op->total_weight ());
1858 free_object (op); /* free the inserted object */ 1647
1648 op->destroy (1);
1859 op = tmp; 1649 op = tmp;
1860 remove_ob (op); /* and fix old object's links */ 1650 goto inserted;
1861 CLEAR_FLAG (op, FLAG_REMOVED);
1862 break;
1863 } 1651 }
1864 1652
1865 /* I assume combined objects have no inventory 1653 op->owner = 0; // it's his/hers now. period.
1866 * We add the weight - this object could have just been removed
1867 * (if it was possible to merge). calling remove_ob will subtract
1868 * the weight, so we need to add it in again, since we actually do
1869 * the linking below
1870 */
1871 add_weight (where, op->weight * op->nrof);
1872 }
1873 else
1874 add_weight (where, (op->weight + op->carrying));
1875
1876 otmp = is_player_inv (where);
1877 if (otmp && otmp->contr != NULL)
1878 {
1879 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1880 fix_player (otmp);
1881 }
1882
1883 op->map = NULL; 1654 op->map = 0;
1884 op->env = where; 1655 op->x = 0;
1656 op->y = 0;
1657
1885 op->above = NULL; 1658 op->above = 0;
1886 op->below = NULL; 1659 op->below = inv;
1887 op->x = 0, op->y = 0; 1660 op->env = this;
1888 1661
1662 if (inv)
1663 inv->above = op;
1664
1665 inv = op;
1666
1667 op->flag [FLAG_REMOVED] = 0;
1668
1669 if (object *pl = op->visible_to ())
1670 esrv_send_item (pl, op);
1671
1672 adjust_weight (this, op->total_weight ());
1673
1674inserted:
1889 /* reset the light list and los of the players on the map */ 1675 /* reset the light list and los of the players on the map */
1890 if ((op->glow_radius != 0) && where->map) 1676 if (op->glow_radius && map && map->darkness)
1891 { 1677 update_all_los (map, x, y);
1892#ifdef DEBUG_LIGHTS
1893 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1894#endif /* DEBUG_LIGHTS */
1895 if (MAP_DARKNESS (where->map))
1896 update_all_los (where->map, where->x, where->y);
1897 }
1898 1678
1899 /* Client has no idea of ordering so lets not bother ordering it here. 1679 // if this is a player's inventory, update stats
1900 * It sure simplifies this function... 1680 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1901 */ 1681 update_stats ();
1902 if (where->inv == NULL) 1682
1903 where->inv = op; 1683 INVOKE_OBJECT (INSERT, this);
1904 else 1684
1905 {
1906 op->below = where->inv;
1907 op->below->above = op;
1908 where->inv = op;
1909 }
1910 return op; 1685 return op;
1911} 1686}
1912 1687
1913/* 1688/*
1914 * Checks if any objects has a move_type that matches objects 1689 * Checks if any objects has a move_type that matches objects
1928 * 1703 *
1929 * MSW 2001-07-08: Check all objects on space, not just those below 1704 * MSW 2001-07-08: Check all objects on space, not just those below
1930 * object being inserted. insert_ob_in_map may not put new objects 1705 * object being inserted. insert_ob_in_map may not put new objects
1931 * on top. 1706 * on top.
1932 */ 1707 */
1933
1934int 1708int
1935check_move_on (object *op, object *originator) 1709check_move_on (object *op, object *originator)
1936{ 1710{
1937 object *tmp; 1711 object *tmp;
1938 maptile *m = op->map; 1712 maptile *m = op->map;
1965 1739
1966 /* The objects have to be checked from top to bottom. 1740 /* The objects have to be checked from top to bottom.
1967 * Hence, we first go to the top: 1741 * Hence, we first go to the top:
1968 */ 1742 */
1969 1743
1970 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1744 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1971 { 1745 {
1972 /* Trim the search when we find the first other spell effect 1746 /* Trim the search when we find the first other spell effect
1973 * this helps performance so that if a space has 50 spell objects, 1747 * this helps performance so that if a space has 50 spell objects,
1974 * we don't need to check all of them. 1748 * we don't need to check all of them.
1975 */ 1749 */
1993 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1767 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1994 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1768 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1995 { 1769 {
1996 1770
1997 float 1771 float
1998 diff = tmp->move_slow_penalty * FABS (op->speed); 1772 diff = tmp->move_slow_penalty * fabs (op->speed);
1999 1773
2000 if (op->type == PLAYER) 1774 if (op->type == PLAYER)
2001 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1775 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2002 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1776 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2003 diff /= 4.0; 1777 diff /= 4.0;
2030/* 1804/*
2031 * present_arch(arch, map, x, y) searches for any objects with 1805 * present_arch(arch, map, x, y) searches for any objects with
2032 * a matching archetype at the given map and coordinates. 1806 * a matching archetype at the given map and coordinates.
2033 * The first matching object is returned, or NULL if none. 1807 * The first matching object is returned, or NULL if none.
2034 */ 1808 */
2035
2036object * 1809object *
2037present_arch (const archetype *at, maptile *m, int x, int y) 1810present_arch (const archetype *at, maptile *m, int x, int y)
2038{ 1811{
2039 object *
2040 tmp;
2041
2042 if (m == NULL || out_of_map (m, x, y)) 1812 if (!m || out_of_map (m, x, y))
2043 { 1813 {
2044 LOG (llevError, "Present_arch called outside map.\n"); 1814 LOG (llevError, "Present_arch called outside map.\n");
2045 return NULL; 1815 return NULL;
2046 } 1816 }
2047 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1817
1818 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2048 if (tmp->arch == at) 1819 if (tmp->arch == at)
2049 return tmp; 1820 return tmp;
1821
2050 return NULL; 1822 return NULL;
2051} 1823}
2052 1824
2053/* 1825/*
2054 * present(type, map, x, y) searches for any objects with 1826 * present(type, map, x, y) searches for any objects with
2055 * a matching type variable at the given map and coordinates. 1827 * a matching type variable at the given map and coordinates.
2056 * The first matching object is returned, or NULL if none. 1828 * The first matching object is returned, or NULL if none.
2057 */ 1829 */
2058
2059object * 1830object *
2060present (unsigned char type, maptile *m, int x, int y) 1831present (unsigned char type, maptile *m, int x, int y)
2061{ 1832{
2062 object *
2063 tmp;
2064
2065 if (out_of_map (m, x, y)) 1833 if (out_of_map (m, x, y))
2066 { 1834 {
2067 LOG (llevError, "Present called outside map.\n"); 1835 LOG (llevError, "Present called outside map.\n");
2068 return NULL; 1836 return NULL;
2069 } 1837 }
2070 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1838
1839 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2071 if (tmp->type == type) 1840 if (tmp->type == type)
2072 return tmp; 1841 return tmp;
1842
2073 return NULL; 1843 return NULL;
2074} 1844}
2075 1845
2076/* 1846/*
2077 * present_in_ob(type, object) searches for any objects with 1847 * present_in_ob(type, object) searches for any objects with
2078 * a matching type variable in the inventory of the given object. 1848 * a matching type variable in the inventory of the given object.
2079 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
2080 */ 1850 */
2081
2082object * 1851object *
2083present_in_ob (unsigned char type, const object *op) 1852present_in_ob (unsigned char type, const object *op)
2084{ 1853{
2085 object *
2086 tmp;
2087
2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1854 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2089 if (tmp->type == type) 1855 if (tmp->type == type)
2090 return tmp; 1856 return tmp;
1857
2091 return NULL; 1858 return NULL;
2092} 1859}
2093 1860
2094/* 1861/*
2095 * present_in_ob (type, str, object) searches for any objects with 1862 * present_in_ob (type, str, object) searches for any objects with
2103 * str is the string to match against. Note that we match against 1870 * str is the string to match against. Note that we match against
2104 * the object name, not the archetype name. this is so that the 1871 * the object name, not the archetype name. this is so that the
2105 * spell code can use one object type (force), but change it's name 1872 * spell code can use one object type (force), but change it's name
2106 * to be unique. 1873 * to be unique.
2107 */ 1874 */
2108
2109object * 1875object *
2110present_in_ob_by_name (int type, const char *str, const object *op) 1876present_in_ob_by_name (int type, const char *str, const object *op)
2111{ 1877{
2112 object *
2113 tmp;
2114
2115 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1878 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2116 {
2117 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1879 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2118 return tmp; 1880 return tmp;
2119 } 1881
2120 return NULL; 1882 return 0;
2121} 1883}
2122 1884
2123/* 1885/*
2124 * present_arch_in_ob(archetype, object) searches for any objects with 1886 * present_arch_in_ob(archetype, object) searches for any objects with
2125 * a matching archetype in the inventory of the given object. 1887 * a matching archetype in the inventory of the given object.
2126 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2127 */ 1889 */
2128
2129object * 1890object *
2130present_arch_in_ob (const archetype *at, const object *op) 1891present_arch_in_ob (const archetype *at, const object *op)
2131{ 1892{
2132 object *
2133 tmp;
2134
2135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2136 if (tmp->arch == at) 1894 if (tmp->arch == at)
2137 return tmp; 1895 return tmp;
1896
2138 return NULL; 1897 return NULL;
2139} 1898}
2140 1899
2141/* 1900/*
2142 * activate recursively a flag on an object inventory 1901 * activate recursively a flag on an object inventory
2143 */ 1902 */
2144void 1903void
2145flag_inv (object *op, int flag) 1904flag_inv (object *op, int flag)
2146{ 1905{
2147 object *
2148 tmp;
2149
2150 if (op->inv)
2151 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2152 { 1907 {
2153 SET_FLAG (tmp, flag); 1908 SET_FLAG (tmp, flag);
2154 flag_inv (tmp, flag); 1909 flag_inv (tmp, flag);
2155 } 1910 }
2156} /* 1911}
1912
1913/*
2157 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
2158 */ 1915 */
2159void 1916void
2160unflag_inv (object *op, int flag) 1917unflag_inv (object *op, int flag)
2161{ 1918{
2162 object *
2163 tmp;
2164
2165 if (op->inv)
2166 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1919 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2167 { 1920 {
2168 CLEAR_FLAG (tmp, flag); 1921 CLEAR_FLAG (tmp, flag);
2169 unflag_inv (tmp, flag); 1922 unflag_inv (tmp, flag);
2170 } 1923 }
2171}
2172
2173/*
2174 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2175 * all it's inventory (recursively).
2176 * If checksums are used, a player will get set_cheat called for
2177 * him/her-self and all object carried by a call to this function.
2178 */
2179
2180void
2181set_cheat (object *op)
2182{
2183 SET_FLAG (op, FLAG_WAS_WIZ);
2184 flag_inv (op, FLAG_WAS_WIZ);
2185} 1924}
2186 1925
2187/* 1926/*
2188 * find_free_spot(object, map, x, y, start, stop) will search for 1927 * find_free_spot(object, map, x, y, start, stop) will search for
2189 * a spot at the given map and coordinates which will be able to contain 1928 * a spot at the given map and coordinates which will be able to contain
2191 * to search (see the freearr_x/y[] definition). 1930 * to search (see the freearr_x/y[] definition).
2192 * It returns a random choice among the alternatives found. 1931 * It returns a random choice among the alternatives found.
2193 * start and stop are where to start relative to the free_arr array (1,9 1932 * start and stop are where to start relative to the free_arr array (1,9
2194 * does all 4 immediate directions). This returns the index into the 1933 * does all 4 immediate directions). This returns the index into the
2195 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1934 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2196 * Note - this only checks to see if there is space for the head of the
2197 * object - if it is a multispace object, this should be called for all
2198 * pieces.
2199 * Note2: This function does correctly handle tiled maps, but does not 1935 * Note: This function does correctly handle tiled maps, but does not
2200 * inform the caller. However, insert_ob_in_map will update as 1936 * inform the caller. However, insert_ob_in_map will update as
2201 * necessary, so the caller shouldn't need to do any special work. 1937 * necessary, so the caller shouldn't need to do any special work.
2202 * Note - updated to take an object instead of archetype - this is necessary 1938 * Note - updated to take an object instead of archetype - this is necessary
2203 * because arch_blocked (now ob_blocked) needs to know the movement type 1939 * because arch_blocked (now ob_blocked) needs to know the movement type
2204 * to know if the space in question will block the object. We can't use 1940 * to know if the space in question will block the object. We can't use
2205 * the archetype because that isn't correct if the monster has been 1941 * the archetype because that isn't correct if the monster has been
2206 * customized, changed states, etc. 1942 * customized, changed states, etc.
2207 */ 1943 */
2208
2209int 1944int
2210find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1945find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2211{ 1946{
2212 int
2213 i,
2214 index = 0, flag;
2215 static int
2216 altern[SIZEOFFREE]; 1947 int altern[SIZEOFFREE];
1948 int index = 0, flag;
2217 1949
2218 for (i = start; i < stop; i++) 1950 for (int i = start; i < stop; i++)
2219 { 1951 {
2220 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1952 mapxy pos (m, x, y); pos.move (i);
2221 if (!flag) 1953
1954 if (!pos.normalise ())
1955 continue;
1956
1957 mapspace &ms = *pos;
1958
1959 if (ms.flags () & P_IS_ALIVE)
1960 continue;
1961
1962 /* However, often
1963 * ob doesn't have any move type (when used to place exits)
1964 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1965 */
1966 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1967 {
2222 altern[index++] = i; 1968 altern [index++] = i;
1969 continue;
1970 }
2223 1971
2224 /* Basically, if we find a wall on a space, we cut down the search size. 1972 /* Basically, if we find a wall on a space, we cut down the search size.
2225 * In this way, we won't return spaces that are on another side of a wall. 1973 * In this way, we won't return spaces that are on another side of a wall.
2226 * This mostly work, but it cuts down the search size in all directions - 1974 * This mostly work, but it cuts down the search size in all directions -
2227 * if the space being examined only has a wall to the north and empty 1975 * if the space being examined only has a wall to the north and empty
2228 * spaces in all the other directions, this will reduce the search space 1976 * spaces in all the other directions, this will reduce the search space
2229 * to only the spaces immediately surrounding the target area, and 1977 * to only the spaces immediately surrounding the target area, and
2230 * won't look 2 spaces south of the target space. 1978 * won't look 2 spaces south of the target space.
2231 */ 1979 */
2232 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 1980 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1981 {
2233 stop = maxfree[i]; 1982 stop = maxfree[i];
1983 continue;
1984 }
1985
1986 /* Note it is intentional that we check ob - the movement type of the
1987 * head of the object should correspond for the entire object.
1988 */
1989 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1990 continue;
1991
1992 if (ob->blocked (m, pos.x, pos.y))
1993 continue;
1994
1995 altern [index++] = i;
2234 } 1996 }
1997
2235 if (!index) 1998 if (!index)
2236 return -1; 1999 return -1;
2000
2237 return altern[RANDOM () % index]; 2001 return altern [rndm (index)];
2238} 2002}
2239 2003
2240/* 2004/*
2241 * find_first_free_spot(archetype, maptile, x, y) works like 2005 * find_first_free_spot(archetype, maptile, x, y) works like
2242 * find_free_spot(), but it will search max number of squares. 2006 * find_free_spot(), but it will search max number of squares.
2243 * But it will return the first available spot, not a random choice. 2007 * But it will return the first available spot, not a random choice.
2244 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2008 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2245 */ 2009 */
2246
2247int 2010int
2248find_first_free_spot (const object *ob, maptile *m, int x, int y) 2011find_first_free_spot (const object *ob, maptile *m, int x, int y)
2249{ 2012{
2250 int
2251 i;
2252
2253 for (i = 0; i < SIZEOFFREE; i++) 2013 for (int i = 0; i < SIZEOFFREE; i++)
2254 {
2255 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2014 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2256 return i; 2015 return i;
2257 } 2016
2258 return -1; 2017 return -1;
2259} 2018}
2260 2019
2261/* 2020/*
2262 * The function permute(arr, begin, end) randomly reorders the array 2021 * The function permute(arr, begin, end) randomly reorders the array
2263 * arr[begin..end-1]. 2022 * arr[begin..end-1].
2023 * now uses a fisher-yates shuffle, old permute was broken
2264 */ 2024 */
2265static void 2025static void
2266permute (int *arr, int begin, int end) 2026permute (int *arr, int begin, int end)
2267{ 2027{
2268 int 2028 arr += begin;
2269 i,
2270 j,
2271 tmp,
2272 len;
2273
2274 len = end - begin; 2029 end -= begin;
2275 for (i = begin; i < end; i++)
2276 {
2277 j = begin + RANDOM () % len;
2278 2030
2279 tmp = arr[i]; 2031 while (--end)
2280 arr[i] = arr[j]; 2032 swap (arr [end], arr [rndm (end + 1)]);
2281 arr[j] = tmp;
2282 }
2283} 2033}
2284 2034
2285/* new function to make monster searching more efficient, and effective! 2035/* new function to make monster searching more efficient, and effective!
2286 * This basically returns a randomized array (in the passed pointer) of 2036 * This basically returns a randomized array (in the passed pointer) of
2287 * the spaces to find monsters. In this way, it won't always look for 2037 * the spaces to find monsters. In this way, it won't always look for
2290 * the 3x3 area will be searched, just not in a predictable order. 2040 * the 3x3 area will be searched, just not in a predictable order.
2291 */ 2041 */
2292void 2042void
2293get_search_arr (int *search_arr) 2043get_search_arr (int *search_arr)
2294{ 2044{
2295 int 2045 int i;
2296 i;
2297 2046
2298 for (i = 0; i < SIZEOFFREE; i++) 2047 for (i = 0; i < SIZEOFFREE; i++)
2299 {
2300 search_arr[i] = i; 2048 search_arr[i] = i;
2301 }
2302 2049
2303 permute (search_arr, 1, SIZEOFFREE1 + 1); 2050 permute (search_arr, 1, SIZEOFFREE1 + 1);
2304 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2051 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2305 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2052 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2306} 2053}
2315 * Perhaps incorrectly, but I'm making the assumption that exclude 2062 * Perhaps incorrectly, but I'm making the assumption that exclude
2316 * is actually want is going to try and move there. We need this info 2063 * is actually want is going to try and move there. We need this info
2317 * because we have to know what movement the thing looking to move 2064 * because we have to know what movement the thing looking to move
2318 * there is capable of. 2065 * there is capable of.
2319 */ 2066 */
2320
2321int 2067int
2322find_dir (maptile *m, int x, int y, object *exclude) 2068find_dir (maptile *m, int x, int y, object *exclude)
2323{ 2069{
2324 int
2325 i,
2326 max = SIZEOFFREE, mflags; 2070 int i, max = SIZEOFFREE, mflags;
2327 2071
2328 sint16 nx, ny; 2072 sint16 nx, ny;
2329 object * 2073 object *tmp;
2330 tmp;
2331 maptile * 2074 maptile *mp;
2332 mp;
2333 2075
2334 MoveType blocked, move_type; 2076 MoveType blocked, move_type;
2335 2077
2336 if (exclude && exclude->head) 2078 if (exclude && exclude->head_ () != exclude)
2337 { 2079 {
2338 exclude = exclude->head; 2080 exclude = exclude->head;
2339 move_type = exclude->move_type; 2081 move_type = exclude->move_type;
2340 } 2082 }
2341 else 2083 else
2349 mp = m; 2091 mp = m;
2350 nx = x + freearr_x[i]; 2092 nx = x + freearr_x[i];
2351 ny = y + freearr_y[i]; 2093 ny = y + freearr_y[i];
2352 2094
2353 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2095 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2096
2354 if (mflags & P_OUT_OF_MAP) 2097 if (mflags & P_OUT_OF_MAP)
2355 {
2356 max = maxfree[i]; 2098 max = maxfree[i];
2357 }
2358 else 2099 else
2359 { 2100 {
2360 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2101 mapspace &ms = mp->at (nx, ny);
2102
2103 blocked = ms.move_block;
2361 2104
2362 if ((move_type & blocked) == move_type) 2105 if ((move_type & blocked) == move_type)
2363 {
2364 max = maxfree[i]; 2106 max = maxfree[i];
2365 }
2366 else if (mflags & P_IS_ALIVE) 2107 else if (mflags & P_IS_ALIVE)
2367 { 2108 {
2368 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2109 for (tmp = ms.bot; tmp; tmp = tmp->above)
2369 { 2110 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2370 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2111 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2371 {
2372 break; 2112 break;
2373 } 2113
2374 }
2375 if (tmp) 2114 if (tmp)
2376 {
2377 return freedir[i]; 2115 return freedir[i];
2378 }
2379 } 2116 }
2380 } 2117 }
2381 } 2118 }
2119
2382 return 0; 2120 return 0;
2383} 2121}
2384 2122
2385/* 2123/*
2386 * distance(object 1, object 2) will return the square of the 2124 * distance(object 1, object 2) will return the square of the
2387 * distance between the two given objects. 2125 * distance between the two given objects.
2388 */ 2126 */
2389
2390int 2127int
2391distance (const object *ob1, const object *ob2) 2128distance (const object *ob1, const object *ob2)
2392{ 2129{
2393 int
2394 i;
2395
2396 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2130 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2397 return i;
2398} 2131}
2399 2132
2400/* 2133/*
2401 * find_dir_2(delta-x,delta-y) will return a direction in which 2134 * find_dir_2(delta-x,delta-y) will return a direction in which
2402 * an object which has subtracted the x and y coordinates of another 2135 * an object which has subtracted the x and y coordinates of another
2403 * object, needs to travel toward it. 2136 * object, needs to travel toward it.
2404 */ 2137 */
2405
2406int 2138int
2407find_dir_2 (int x, int y) 2139find_dir_2 (int x, int y)
2408{ 2140{
2409 int 2141 int q;
2410 q;
2411 2142
2412 if (y) 2143 if (y)
2413 q = x * 100 / y; 2144 q = x * 100 / y;
2414 else if (x) 2145 else if (x)
2415 q = -300 * x; 2146 q = -300 * x;
2440 2171
2441 return 3; 2172 return 3;
2442} 2173}
2443 2174
2444/* 2175/*
2445 * absdir(int): Returns a number between 1 and 8, which represent
2446 * the "absolute" direction of a number (it actually takes care of
2447 * "overflow" in previous calculations of a direction).
2448 */
2449
2450int
2451absdir (int d)
2452{
2453 while (d < 1)
2454 d += 8;
2455 while (d > 8)
2456 d -= 8;
2457 return d;
2458}
2459
2460/*
2461 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2176 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2462 * between two directions (which are expected to be absolute (see absdir()) 2177 * between two directions (which are expected to be absolute (see absdir())
2463 */ 2178 */
2464
2465int 2179int
2466dirdiff (int dir1, int dir2) 2180dirdiff (int dir1, int dir2)
2467{ 2181{
2468 int 2182 int d;
2469 d;
2470 2183
2471 d = abs (dir1 - dir2); 2184 d = abs (dir1 - dir2);
2472 if (d > 4) 2185 if (d > 4)
2473 d = 8 - d; 2186 d = 8 - d;
2187
2474 return d; 2188 return d;
2475} 2189}
2476 2190
2477/* peterm: 2191/* peterm:
2478 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2192 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2481 * This basically means that if direction is 15, then it could either go 2195 * This basically means that if direction is 15, then it could either go
2482 * direction 4, 14, or 16 to get back to where we are. 2196 * direction 4, 14, or 16 to get back to where we are.
2483 * Moved from spell_util.c to object.c with the other related direction 2197 * Moved from spell_util.c to object.c with the other related direction
2484 * functions. 2198 * functions.
2485 */ 2199 */
2486
2487int
2488 reduction_dir[SIZEOFFREE][3] = { 2200int reduction_dir[SIZEOFFREE][3] = {
2489 {0, 0, 0}, /* 0 */ 2201 {0, 0, 0}, /* 0 */
2490 {0, 0, 0}, /* 1 */ 2202 {0, 0, 0}, /* 1 */
2491 {0, 0, 0}, /* 2 */ 2203 {0, 0, 0}, /* 2 */
2492 {0, 0, 0}, /* 3 */ 2204 {0, 0, 0}, /* 3 */
2493 {0, 0, 0}, /* 4 */ 2205 {0, 0, 0}, /* 4 */
2541 * find a path to that monster that we found. If not, 2253 * find a path to that monster that we found. If not,
2542 * we don't bother going toward it. Returns 1 if we 2254 * we don't bother going toward it. Returns 1 if we
2543 * can see a direct way to get it 2255 * can see a direct way to get it
2544 * Modified to be map tile aware -.MSW 2256 * Modified to be map tile aware -.MSW
2545 */ 2257 */
2546
2547
2548int 2258int
2549can_see_monsterP (maptile *m, int x, int y, int dir) 2259can_see_monsterP (maptile *m, int x, int y, int dir)
2550{ 2260{
2551 sint16 dx, dy; 2261 sint16 dx, dy;
2552 int
2553 mflags; 2262 int mflags;
2554 2263
2555 if (dir < 0) 2264 if (dir < 0)
2556 return 0; /* exit condition: invalid direction */ 2265 return 0; /* exit condition: invalid direction */
2557 2266
2558 dx = x + freearr_x[dir]; 2267 dx = x + freearr_x[dir];
2571 return 0; 2280 return 0;
2572 2281
2573 /* yes, can see. */ 2282 /* yes, can see. */
2574 if (dir < 9) 2283 if (dir < 9)
2575 return 1; 2284 return 1;
2285
2576 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2286 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2577 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2287 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2288 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2578} 2289}
2579
2580
2581 2290
2582/* 2291/*
2583 * can_pick(picker, item): finds out if an object is possible to be 2292 * can_pick(picker, item): finds out if an object is possible to be
2584 * picked up by the picker. Returnes 1 if it can be 2293 * picked up by the picker. Returnes 1 if it can be
2585 * picked up, otherwise 0. 2294 * picked up, otherwise 0.
2587 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2296 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2588 * core dumps if they do. 2297 * core dumps if they do.
2589 * 2298 *
2590 * Add a check so we can't pick up invisible objects (0.93.8) 2299 * Add a check so we can't pick up invisible objects (0.93.8)
2591 */ 2300 */
2592
2593int 2301int
2594can_pick (const object *who, const object *item) 2302can_pick (const object *who, const object *item)
2595{ 2303{
2596 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2304 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2597 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2305 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2598 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2306 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2599} 2307}
2600 2308
2601
2602/* 2309/*
2603 * create clone from object to another 2310 * create clone from object to another
2604 */ 2311 */
2605object * 2312object *
2606object_create_clone (object *asrc) 2313object_create_clone (object *asrc)
2607{ 2314{
2608 object *
2609 dst = NULL, *tmp, *src, *part, *prev, *item; 2315 object *dst = 0, *tmp, *src, *prev, *item;
2610 2316
2611 if (!asrc) 2317 if (!asrc)
2612 return NULL; 2318 return 0;
2613 src = asrc; 2319
2614 if (src->head)
2615 src = src->head; 2320 src = asrc->head_ ();
2616 2321
2617 prev = NULL; 2322 prev = 0;
2618 for (part = src; part; part = part->more) 2323 for (object *part = src; part; part = part->more)
2619 { 2324 {
2620 tmp = get_object (); 2325 tmp = part->clone ();
2621 copy_object (part, tmp);
2622 tmp->x -= src->x; 2326 tmp->x -= src->x;
2623 tmp->y -= src->y; 2327 tmp->y -= src->y;
2328
2624 if (!part->head) 2329 if (!part->head)
2625 { 2330 {
2626 dst = tmp; 2331 dst = tmp;
2627 tmp->head = NULL; 2332 tmp->head = 0;
2628 } 2333 }
2629 else 2334 else
2630 {
2631 tmp->head = dst; 2335 tmp->head = dst;
2632 } 2336
2633 tmp->more = NULL; 2337 tmp->more = 0;
2338
2634 if (prev) 2339 if (prev)
2635 prev->more = tmp; 2340 prev->more = tmp;
2341
2636 prev = tmp; 2342 prev = tmp;
2637 } 2343 }
2638 2344
2639 for (item = src->inv; item; item = item->below) 2345 for (item = src->inv; item; item = item->below)
2640 insert_ob_in_ob (object_create_clone (item), dst); 2346 insert_ob_in_ob (object_create_clone (item), dst);
2641 2347
2642 return dst; 2348 return dst;
2643}
2644
2645/* GROS - Creates an object using a string representing its content. */
2646/* Basically, we save the content of the string to a temp file, then call */
2647/* load_object on it. I admit it is a highly inefficient way to make things, */
2648/* but it was simple to make and allows reusing the load_object function. */
2649/* Remember not to use load_object_str in a time-critical situation. */
2650/* Also remember that multiparts objects are not supported for now. */
2651
2652object *
2653load_object_str (const char *obstr)
2654{
2655 object *op;
2656 char filename[MAX_BUF];
2657
2658 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2659
2660 FILE *tempfile = fopen (filename, "w");
2661
2662 if (tempfile == NULL)
2663 {
2664 LOG (llevError, "Error - Unable to access load object temp file\n");
2665 return NULL;
2666 }
2667
2668 fprintf (tempfile, obstr);
2669 fclose (tempfile);
2670
2671 op = get_object ();
2672
2673 object_thawer thawer (filename);
2674
2675 if (thawer)
2676 load_object (thawer, op, 0);
2677
2678 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2679 CLEAR_FLAG (op, FLAG_REMOVED);
2680
2681 return op;
2682} 2349}
2683 2350
2684/* This returns the first object in who's inventory that 2351/* This returns the first object in who's inventory that
2685 * has the same type and subtype match. 2352 * has the same type and subtype match.
2686 * returns NULL if no match. 2353 * returns NULL if no match.
2687 */ 2354 */
2688object * 2355object *
2689find_obj_by_type_subtype (const object *who, int type, int subtype) 2356find_obj_by_type_subtype (const object *who, int type, int subtype)
2690{ 2357{
2691 object *tmp;
2692
2693 for (tmp = who->inv; tmp; tmp = tmp->below) 2358 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2694 if (tmp->type == type && tmp->subtype == subtype) 2359 if (tmp->type == type && tmp->subtype == subtype)
2695 return tmp; 2360 return tmp;
2696 2361
2697 return NULL; 2362 return 0;
2698} 2363}
2699 2364
2700/* If ob has a field named key, return the link from the list, 2365/* If ob has a field named key, return the link from the list,
2701 * otherwise return NULL. 2366 * otherwise return NULL.
2702 * 2367 *
2704 * do the desired thing. 2369 * do the desired thing.
2705 */ 2370 */
2706key_value * 2371key_value *
2707get_ob_key_link (const object *ob, const char *key) 2372get_ob_key_link (const object *ob, const char *key)
2708{ 2373{
2709 key_value *link;
2710
2711 for (link = ob->key_values; link != NULL; link = link->next) 2374 for (key_value *link = ob->key_values; link; link = link->next)
2712 if (link->key == key) 2375 if (link->key == key)
2713 return link; 2376 return link;
2714 2377
2715 return NULL; 2378 return 0;
2716} 2379}
2717 2380
2718/* 2381/*
2719 * Returns the value of op has an extra_field for key, or NULL. 2382 * Returns the value of op has an extra_field for key, or NULL.
2720 * 2383 *
2745 if (link->key == canonical_key) 2408 if (link->key == canonical_key)
2746 return link->value; 2409 return link->value;
2747 2410
2748 return 0; 2411 return 0;
2749} 2412}
2750
2751 2413
2752/* 2414/*
2753 * Updates the canonical_key in op to value. 2415 * Updates the canonical_key in op to value.
2754 * 2416 *
2755 * canonical_key is a shared string (value doesn't have to be). 2417 * canonical_key is a shared string (value doesn't have to be).
2760 * Returns TRUE on success. 2422 * Returns TRUE on success.
2761 */ 2423 */
2762int 2424int
2763set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2425set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2764{ 2426{
2765 key_value *
2766 field = NULL, *last = NULL; 2427 key_value *field = NULL, *last = NULL;
2767 2428
2768 for (field = op->key_values; field != NULL; field = field->next) 2429 for (field = op->key_values; field != NULL; field = field->next)
2769 { 2430 {
2770 if (field->key != canonical_key) 2431 if (field->key != canonical_key)
2771 { 2432 {
2780 /* Basically, if the archetype has this key set, 2441 /* Basically, if the archetype has this key set,
2781 * we need to store the null value so when we save 2442 * we need to store the null value so when we save
2782 * it, we save the empty value so that when we load, 2443 * it, we save the empty value so that when we load,
2783 * we get this value back again. 2444 * we get this value back again.
2784 */ 2445 */
2785 if (get_ob_key_link (&op->arch->clone, canonical_key)) 2446 if (get_ob_key_link (op->arch, canonical_key))
2786 field->value = 0; 2447 field->value = 0;
2787 else 2448 else
2788 { 2449 {
2789 if (last) 2450 if (last)
2790 last->next = field->next; 2451 last->next = field->next;
2799 /* IF we get here, key doesn't exist */ 2460 /* IF we get here, key doesn't exist */
2800 2461
2801 /* No field, we'll have to add it. */ 2462 /* No field, we'll have to add it. */
2802 2463
2803 if (!add_key) 2464 if (!add_key)
2804 {
2805 return FALSE; 2465 return FALSE;
2806 } 2466
2807 /* There isn't any good reason to store a null 2467 /* There isn't any good reason to store a null
2808 * value in the key/value list. If the archetype has 2468 * value in the key/value list. If the archetype has
2809 * this key, then we should also have it, so shouldn't 2469 * this key, then we should also have it, so shouldn't
2810 * be here. If user wants to store empty strings, 2470 * be here. If user wants to store empty strings,
2811 * should pass in "" 2471 * should pass in ""
2860 } 2520 }
2861 else 2521 else
2862 item = item->env; 2522 item = item->env;
2863} 2523}
2864 2524
2525const char *
2526object::flag_desc (char *desc, int len) const
2527{
2528 char *p = desc;
2529 bool first = true;
2530
2531 *p = 0;
2532
2533 for (int i = 0; i < NUM_FLAGS; i++)
2534 {
2535 if (len <= 10) // magic constant!
2536 {
2537 snprintf (p, len, ",...");
2538 break;
2539 }
2540
2541 if (flag [i])
2542 {
2543 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2544 len -= cnt;
2545 p += cnt;
2546 first = false;
2547 }
2548 }
2549
2550 return desc;
2551}
2552
2865// return a suitable string describing an objetc in enough detail to find it 2553// return a suitable string describing an object in enough detail to find it
2866const char * 2554const char *
2867object::debug_desc (char *info) const 2555object::debug_desc (char *info) const
2868{ 2556{
2557 char flagdesc[512];
2869 char info2[256 * 3]; 2558 char info2[256 * 4];
2870 char *p = info; 2559 char *p = info;
2871 2560
2872 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2561 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2873 count, 2562 count,
2563 uuid.c_str (),
2874 &name, 2564 &name,
2875 title ? " " : "", 2565 title ? "\",title:\"" : "",
2876 title ? (const char *)title : ""); 2566 title ? (const char *)title : "",
2567 flag_desc (flagdesc, 512), type);
2877 2568
2878 if (env) 2569 if (!flag[FLAG_REMOVED] && env)
2879 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2570 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2880 2571
2881 if (map) 2572 if (map)
2882 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2573 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2883 2574
2884 return info; 2575 return info;
2885} 2576}
2886 2577
2887const char * 2578const char *
2888object::debug_desc () const 2579object::debug_desc () const
2889{ 2580{
2890 static char info[256 * 3]; 2581 static char info[3][256 * 4];
2582 static int info_idx;
2583
2891 return debug_desc (info); 2584 return debug_desc (info [++info_idx % 3]);
2892} 2585}
2893 2586
2587struct region *
2588object::region () const
2589{
2590 return map ? map->region (x, y)
2591 : region::default_region ();
2592}
2593
2594const materialtype_t *
2595object::dominant_material () const
2596{
2597 if (materialtype_t *mt = name_to_material (materialname))
2598 return mt;
2599
2600 return name_to_material (shstr_unknown);
2601}
2602
2603void
2604object::open_container (object *new_container)
2605{
2606 if (container == new_container)
2607 return;
2608
2609 if (object *old_container = container)
2610 {
2611 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2612 return;
2613
2614#if 0
2615 // remove the "Close old_container" object.
2616 if (object *closer = old_container->inv)
2617 if (closer->type == CLOSE_CON)
2618 closer->destroy ();
2619#endif
2620
2621 old_container->flag [FLAG_APPLIED] = false;
2622 container = 0;
2623
2624 esrv_update_item (UPD_FLAGS, this, old_container);
2625 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2626 play_sound (sound_find ("chest_close"));
2627 }
2628
2629 if (new_container)
2630 {
2631 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2632 return;
2633
2634 // TODO: this does not seem to serve any purpose anymore?
2635#if 0
2636 // insert the "Close Container" object.
2637 if (archetype *closer = new_container->other_arch)
2638 {
2639 object *closer = arch_to_object (new_container->other_arch);
2640 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2641 new_container->insert (closer);
2642 }
2643#endif
2644
2645 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2646
2647 new_container->flag [FLAG_APPLIED] = true;
2648 container = new_container;
2649
2650 esrv_update_item (UPD_FLAGS, this, new_container);
2651 esrv_send_inventory (this, new_container);
2652 play_sound (sound_find ("chest_open"));
2653 }
2654}
2655
2656object *
2657object::force_find (const shstr name)
2658{
2659 /* cycle through his inventory to look for the MARK we want to
2660 * place
2661 */
2662 for (object *tmp = inv; tmp; tmp = tmp->below)
2663 if (tmp->type == FORCE && tmp->slaying == name)
2664 return splay (tmp);
2665
2666 return 0;
2667}
2668
2669void
2670object::force_add (const shstr name, int duration)
2671{
2672 if (object *force = force_find (name))
2673 force->destroy ();
2674
2675 object *force = get_archetype (FORCE_NAME);
2676
2677 force->slaying = name;
2678 force->stats.food = 1;
2679 force->speed_left = -1.f;
2680
2681 force->set_speed (duration ? 1.f / duration : 0.f);
2682 force->flag [FLAG_IS_USED_UP] = true;
2683 force->flag [FLAG_APPLIED] = true;
2684
2685 insert (force);
2686}
2687
2688void
2689object::play_sound (faceidx sound)
2690{
2691 if (!sound)
2692 return;
2693
2694 if (flag [FLAG_REMOVED])
2695 return;
2696
2697 if (env)
2698 {
2699 if (object *pl = in_player ())
2700 pl->contr->play_sound (sound);
2701 }
2702 else
2703 map->play_sound (sound, x, y);
2704}
2705

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